Facilitating the Presence of Users and 3D Models by the Augmented Round Table

 

 

 

Erik Granum, Thomas B. Moeslund and Moritz Störring,

Computer Vision and Media Technology, Aalborg University, Denmark

Email: {eg,tbm,mst}@cvmt.dk

 

and

 

Wolfgang Broll and Michael Wittkaemper

Collaborative Virtual and Augmented Environments Department

Fraunhofer Institute for Applied Information Technology

Sankt Augustin, Germany

Email: {Wolfgang.Broll, Michael.Wittkaemper}@fit.fraunhofer.de

 

 

 

Abstract: Round table meetings are regularly used between professionals to review development, to design new approaches and to make decisions. While these roundtable meetings naturally facilitate the collective presence of users they often lack a sophisticated presence of the actual object discussed.

In this paper we present the Augmented Round Table for architectural design. We use Virtual Reality technologies to augment the users’ common workspace by virtual 3D objects and providing real world interfaces to them – thus making them present. We suggest that this may also be seen as augmenting the sense of presence at the building site with the collective presence of people at the round table.

 

Keywords: Double presence, tangible user interfaces, collaborative virtual environments, Augmented Reality

1       Introduction

The successful use of virtual reality (VR) and augmented reality (AR) technologies often assumes a feeling of presence – of being there – on part of the user. This is not necessarily easy to achieve and it may depend on many different factors. When operating, e.g. with a “pure” virtual world, a range of difficulties need to be taken into account, but at least a focus for the type of presence aimed at may be defined as a reference for relevant design solutions/decisions.

However, in some application cases the real world and a virtual world are mixed and/or required to be perceived simultaneously and this may assume presence in both worlds at the same time. A conflict as to the role of presence in such cases seems apparent, and questions could be whether this in itself is prohibitive for successful operation, or – in the other “extreme” – whether it is possible for these two requirements for presence to somehow support and/or reinforce one another.

In this paper we will show why round table meetings are an important area for presence, introduce our Augmented Round Table and present our approach to support multiple users.

The authors are technology developers and scientists, and the paper will present application contexts including a specific example, where such “double presence” is an inborn characteristic. The purpose is thus to present context for related questions for discussions at the Presence workshop, hoping that the outcome could inspire and improve the scope for such applications and related technological research.

The system described may be demonstrated at the conference, and video clips will be shown during the talk.

 

 

 

2       Roundtable Meetings and Enabling Technology

Roundtable meetings are regularly used in professional life e.g. for creative brainstorming, decision making, or planning. Engineers may use them to design products, interdisciplinary groups to create new product ideas, and medical doctors to plan a complex surgery. Common to all these meetings is that the participants are sitting together, seeing each other, and communicating verbally and through hand gestures and facial expressions. Furthermore, documents and objects are often on the table to support the discussion.

A profession that frequently uses roundtable meetings is architecture, particularly for design review meetings where a project is reviewed by senior architects and their assistants. These meetings are extremely collaborative and inventive to find new ideas or solve problems. They are often starting with simple sketches (hand drawings), improving over several stages of 2D plans and 3D models, getting more and more complex, finally leading to very complex CAD models and highly sophisticated (real) 3D models. However, currently progress is made between meetings and the meetings themselves  are only to review the  current state of the work and make decisions. Since this is a highly iterative process, it is often very time-consuming. Architects consider the possibility of changing and touching  the sketches, plans and models as an important part of inspiration during a design review meeting.

From a certain design phase 2D drawings are not enough because it is difficult to imagine from a 2D drawing how the 3D object will look, particularly for the customer, but also for the architect and other experts involved. It is necessary to look at the model from different viewpoints, e.g. to see where shadows will appear. Therefore, even though time consuming and expensive, 3D models are currently built from wood or polystyrene. A 3D model, although not 100% realistic and scaled with respect to the real building, enables the crucial sensation of ‘being there’.

 

3       The Augmented Round Table

The ARTHUR system (Augmented Round Table for Architecture and Urban Planning) bridges the gap between real and virtual worlds by enhancing the users’ current working environment with virtual 3D objects. Our developments focus on providing an intuitive environment, which supports natural interaction with virtual objects while sustaining existing communication and interaction mechanisms. Real world objects are used as tangible interfaces (Ishi, 1997) together with hand gestures to augment the social situation in a meeting and make 3D environments attractive even to non-experts. The ARTHUR system contains new types of user-friendly see-through displays, non-intrusive object tracking mechanisms and intuitive user interface mechanisms within a location independent multi-user real-time augmented reality environment. The ARTHUR system addresses a wide area of possible collaborative applications with focus on architecture and urban planning.

Figure 1: Real world items as tangible interfaces supporting the sensation of presence of 3D objects


The goal of the project is to develop an intuitive augmented reality environment supporting common round table meetings. Existing approaches such as BUILT-IT (Rauterberg, et al, 1997) use separate projections screens, or such as MagicMeeting (Regenbrecht, et al, 2002) limit direct user communication due to video augmentation. In our approach virtual 3D objects are projected into the common working environment of the users by semi-transparent wearable stereoscopic head mounted displays (HMDs[1]). Thus round table meetings are enhanced by virtual 3D objects. In contrast to other approaches such as MARE (Grasset, et al, 2002) we focus on natural interactions using unobtrusive AR based input mechanisms. The main focus of the ARTHUR system is the development of new intuitive interaction mechanisms. One approach is the use of real world items to realize tangible and intuitive interfaces for the manipulation of 3D objects (see fig. 1). This presumes a flexible and sophisticated object tracking mechanism. The ARTHUR system therefore applies a tracking mechanisms based on computer vision. While similar interface approaches have been presented earlier (Billinghurst, et al, 2000), our approach aims to support meetings involving several people.

The developed AR environment thus provides multi-user capabilities to guarantee individual but consistent views among all participants. While in general the participants see and interact with the same virtual objects, personal menus and individual additional information can be provided to each user.

As part of the ARTHUR system a new type of a high-resolution see-through head mounted display has been developed. Beside viewing quality (resolution, brightness, etc.), ergonomic design issues guaranteeing a comfortable use were realized. Another very important feature, essential for efficient collaboration, is the ability to see other participants’ eyes during a session – usually not possible with other types of displays.

Computer vision techniques using head mounted and fixed cameras are used to track the movements of real world items (placeholder objects  (PHO), wand) and to recognize hand gestures. Due to the computer vision based approach users can interact without any disturbing cables or sensors connected to their interface elements.

Tangible interfaces, wands (5DOF pointer), and hand gesture recognition are used for the realization of intuitive user interaction mechanisms. Users may grab a real world placeholder object, associate the item with a virtual object and thereby create a direct manipulation interface (see menu item selector in figure 1). Users may also select and manipulate the shape of virtual objects by a wand or use hand gesture input to navigate in pop-up menus, select items and execute actions.

The system allows us to easily integrate its visualization and interaction capabilities with existing professional or special purpose software. Showcase integrations of the system with a solar gain simulation program and a commercial CAD software has been proved.

4       Supporting Multiple Users

In order to facilitate the sensation of viewing and manipulating virtual 3D objects within common round table meetings, the most important aspect is to support a consistent view of all users (see fig. 2). In general, this problem is similar to providing consistent views in shared or distributed virtual environments. In an AR environment however, users not only share the virtual objects, but also their real world items and environment. Thus it is crucial to the acceptance of the system to provide a consistent view among all local participants, even upon changes to the scene. Additionally the problem is intensified due to the fact that only a pretty good registration between virtual objects and their real environment will be acceptable for the users. Finally, real world PHO or other information gathered from the users’ locations have to be distributed among all participants and applied to the individual visualization in real time to match the current location of the PHO and associated virtual objects for each user.

Figure 2: Viewing and manipulating shared virtual objects in a common round table meeting


In our approach we use a completely distributed system. Most components such as 3D stereo visualization or head mounted camera tracking are performed locally for each user. In order to make the overall approach fast (keeping latency down) we use a peer-to-peer approach for the distribution of changes to the virtual scene. The distribution mechanism is based on CORBA. We use the same mechanisms to distribute other information such as tracking data or computer vision tracking information among all participants. Each participant then has a more or less autonomous sub-system on his or her local computer. This makes the overall approach rather independent of differences in the performance of individual users’ computers (whether based on the overall processor and graphics accelerator or the current load).

Beside support for sharing virtual objects, the system additionally provides mechanisms for individual local 3D visualizations. This especially applies to virtual helper objects such as menus, which will not be shown to other users. This mechanism can also be used to test and prepare virtual items in a “private” workspace area.

5       Discussion

The ARTHUR system under development is tested at regular intervals for usability by the application partners of the project. The tests are primarily focused around the control of virtual objects via PHOs and the use of pointers to creation and manipulation of forms. The tests of the ARTHUR system is carried out by having test subjects go through pre-defined storyboards and having them elaborate their actions by “thinking aloud”. We have hereby obtained knowledge on especially the design of the user interface but also on technical aspects, e.g., how big the fields of view in the cameras and HMDs should be. In figure 1 and 2 examples of user tests can be seen. In figure 1 several PHOs are used to control virtual beams in a virtual building. In figure 2 the shape of a virtual building is controlled by the use of a 5DOF pointer. 

 We have not, however, made any tests yet that have been formulated around the concept of presence. Inspiration to look at the project objectives from this perspective has come rather recently (Riva, et al, 2003).

First, let us recapitulate the ambitions regarding the two potentially competing settings for presence.

·         Setting 1: Real world social situation. A number of people, say 4, are at a roundtable meeting and should feel present in this social situation, where also non-verbal interpersonal communication should be possible, i.e. body language like gestures, facial expressions etc.

·         Setting 2: A virtual world visualized in the shared workspace between the meeting participants (at the middle of the round table).

Setting 2 is achieved using HMDs which by traditionally design directly obstruct the intentions of setting 1. Hence the criteria for design of the HMDs are that they should be “look-through”, cover/hide as little as possible of the face of the bearer, and obscure as little as possible of the field of view of the bearer himself. Various other things like interface facilities may potentially be hindrances for the feeling of presence in either or both of the two settings. However, our question in this presentation is: If and how the simultaneous feeling of presence in the two settings is possible.

From our usability test we may in retrospect find indications that this is possible in a sense. In terms of how this could work we would like to project the following on the basis of just common sense interpretations.

In its outset the project argued that the real world setting at the round table would be augmented with a virtual world. We find, however, that when it all works, we may have a situation that is more appropriately  described with opposite roles of the two worlds. I.e. presence at the building site (virtual world) is augmented with a “social feeling” of being there together. The social feeling of presence established in the real world is transferred to the collective feeling of being together at the virtual building site. Hence, we may have an example of augmented virtuallity rather than augmented reality.

 

6       Conclusion

In this paper we presented the ARTHUR system which is based on the concept of the Augmented Round Table. ARTHUR provides a new interface for collaborative design and review in architecture and urban planning. The interface relies on unobtrusive input mechanisms as well as natural and intuitive user interactions. We showed how this approach can be used to enhance collaboration between multiple users without limiting their verbal and non verbal communication facilities. In our future work we will enhance this interface by additional multi-modal facilities and evaluate the approach by further user studies.

Regarding presence there is not evidence to warrant conclusions. We may, however, summarise our speculations to suggest a yes-answer to the question of the possibility of simultaneous presence in different worlds. A way in which we propose this is possible is when the presence in the one world can be functionally embedded in the other. In the case discussed, the social and collective aspects are important, and one may wonder if this is a necessary condition or just facilitating the simultaneous presence.

The presented speculations on presence have made us aware that for development of sophisticated interfaces, one often may use formulation in terms of presence as well as insight from presence research to structure important priorities in design.

 

References

Billinghurst, M., S. Campbell, D. Hendrickson, W. Chinthammit, I. Poupyrev, K. Takahashi, H. Kato (2000), Magic Book: Exploring Transitions in Collaborative AR Interfaces, SIGGRAPH 2000 Emerging Technologies Proposal, ACM SIGGRAPH 2000.

Grasset, R., and Gascuel, J.-D. (2002), MARE:Multiuser Augmented Reality Environment on table setup. SIGGRAPH 2002, Conference Abstracts and Applications, Computer Graphics Annual Conference Series, p. 213.

Ishii, H., Ullmer, B. (1997), Tangible Bits: Towards Seamless Interfaces between people, Bits and Atoms. CHI’97, Atlanta, Georgia 1997.

Rauterberg, M., Fjeld, M., Krueger, H., Bichsel, M., Leonhardt, U. & Meier, M. (1997), “BUILD-IT: a video-based interaction technique of a planning tool for construction and design”, in H. Miyamoto, S. Saito, M. Kajiyama & N. Koizumi (eds.) Proceedings of Work With Display Units--WWDU'97, pp. 175-176.

Regenbrecht, H.T., Wagner, M.T, and Baratoff, G. (2002) „MagicMeeting: A Collaborative Tangible Augmented Reality System”. Virtual Reality (2002) 6:151-166.

Riva, G., Davide, F., and Ijsselsteijn, W.A, (eds.) (2003), “Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments”, IOS Press, Amsterdam, The Netherlands.



[1] Head Mounted Displays (HMDs), glasses that have a small display for each eye. Through some HMDs (optical see-through) it is possible to see both the real world and the virtual world show by the displays.